Work with loading in a Tiled map file#
Below is a quick example on using a Tiled map. For more information, see:

sprite_tiled_map.py#
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Load a Tiled map file
Artwork from: https://kenney.nl
Tiled available from: https://www.mapeditor.org/
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_tiled_map
"""
import time
import arcade
TILE_SCALING = 0.5
PLAYER_SCALING = 1
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite Tiled Map Example"
SPRITE_PIXEL_SIZE = 128
GRID_PIXEL_SIZE = SPRITE_PIXEL_SIZE * TILE_SCALING
# How many pixels to keep as a minimum margin between the character
# and the edge of the screen.
VIEWPORT_MARGIN_TOP = 60
VIEWPORT_MARGIN_BOTTOM = 60
VIEWPORT_RIGHT_MARGIN = 270
VIEWPORT_LEFT_MARGIN = 270
# Physics
MOVEMENT_SPEED = 5
JUMP_SPEED = 23
GRAVITY = 1.1
class MyGame(arcade.Window):
"""Main application class."""
def __init__(self):
"""
Initializer
"""
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Tilemap Object
self.tile_map = None
# Sprite lists
self.player_list = None
self.wall_list = None
self.coin_list = None
# Set up the player
self.score = 0
self.player_sprite = None
self.physics_engine = None
self.end_of_map = 0
self.game_over = False
self.last_time = None
self.frame_count = 0
self.fps_message = None
# Cameras
self.camera = None
self.gui_camera = None
def setup(self):
"""Set up the game and initialize the variables."""
# Sprite lists
self.player_list = arcade.SpriteList()
# Set up the player
self.player_sprite = arcade.Sprite(
":resources:images/animated_characters/female_person/femalePerson_idle.png",
PLAYER_SCALING,
)
# Starting position of the player
self.player_sprite.center_x = 196
self.player_sprite.center_y = 270
self.player_list.append(self.player_sprite)
map_name = ":resources:/tiled_maps/map.json"
layer_options = {
"Platforms": {"use_spatial_hash": True},
"Coins": {"use_spatial_hash": True},
}
# Read in the tiled map
self.tile_map = arcade.load_tilemap(
map_name, layer_options=layer_options, scaling=TILE_SCALING
)
self.end_of_map = self.tile_map.width * GRID_PIXEL_SIZE
# Set wall and coin SpriteLists
self.wall_list = self.tile_map.sprite_lists["Platforms"]
self.coin_list = self.tile_map.sprite_lists["Coins"]
# --- Other stuff
# Set the background color
if self.tile_map.background_color:
arcade.set_background_color(self.tile_map.background_color)
# Keep player from running through the wall_list layer
walls = [self.wall_list, ]
self.physics_engine = arcade.PhysicsEnginePlatformer(
self.player_sprite, walls, gravity_constant=GRAVITY
)
self.camera = arcade.Camera(SCREEN_WIDTH, SCREEN_HEIGHT)
self.gui_camera = arcade.Camera(SCREEN_WIDTH, SCREEN_HEIGHT)
# Center camera on user
self.pan_camera_to_user()
self.game_over = False
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.camera.use()
self.clear()
# Start counting frames
self.frame_count += 1
# Draw all the sprites.
self.player_list.draw()
self.wall_list.draw()
self.coin_list.draw()
# Activate GUI camera for FPS, distance and hit boxes
# This will adjust text position based on viewport
self.gui_camera.use()
# Calculate FPS if conditions are met
if self.last_time and self.frame_count % 60 == 0:
fps = 1.0 / (time.time() - self.last_time) * 60
self.fps_message = f"FPS: {fps:5.0f}"
# Draw FPS text
if self.fps_message:
arcade.draw_text(
self.fps_message,
10,
40,
arcade.color.BLACK,
14
)
# Get time for every 60 frames
if self.frame_count % 60 == 0:
self.last_time = time.time()
# Enable to draw hit boxes
# self.wall_list.draw_hit_boxes()
# self.wall_list_objects.draw_hit_boxes()
# Get distance and draw text
distance = self.player_sprite.right
output = f"Distance: {distance}"
arcade.draw_text(
output, 10, 20, arcade.color.BLACK, 14
)
# Draw game over text if condition met
if self.game_over:
arcade.draw_text(
"Game Over",
200,
200,
arcade.color.BLACK,
30,
)
def on_key_press(self, key, modifiers):
"""
Called whenever a key is pressed.
"""
if key == arcade.key.UP:
if self.physics_engine.can_jump():
self.player_sprite.change_y = JUMP_SPEED
elif key == arcade.key.LEFT:
self.player_sprite.change_x = -MOVEMENT_SPEED
elif key == arcade.key.RIGHT:
self.player_sprite.change_x = MOVEMENT_SPEED
def on_key_release(self, key, modifiers):
"""
Called when the user presses a mouse button.
"""
if key == arcade.key.LEFT or key == arcade.key.RIGHT:
self.player_sprite.change_x = 0
def on_update(self, delta_time):
"""Movement and game logic"""
if self.player_sprite.right >= self.end_of_map:
self.game_over = True
# Call update on all sprites
if not self.game_over:
self.physics_engine.update()
coins_hit = arcade.check_for_collision_with_list(
self.player_sprite, self.coin_list
)
for coin in coins_hit:
coin.remove_from_sprite_lists()
self.score += 1
# Pan to the user
self.pan_camera_to_user(panning_fraction=0.12)
def pan_camera_to_user(self, panning_fraction: float = 1.0):
""" Manage Scrolling """
# This spot would center on the user
screen_center_x = self.player_sprite.center_x - (self.camera.viewport_width / 2)
screen_center_y = self.player_sprite.center_y - (
self.camera.viewport_height / 2
)
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
user_centered = screen_center_x, screen_center_y
self.camera.move_to(user_centered, panning_fraction)
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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